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Re: Sound stuttering for small buffer sizes in hardware OpenAL implementation for Audigy SE

by Daniel PEACOCK :: Rate this Message:

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I think using 4 Buffers of 1024 samples played back at 44.1KHz should be
perfectly reasonable for streaming as it gives you just under 100
milliseconds of queued data to cope with any unexpected CPU spikes.  I
would expect it to work with any of Creative's native AL devices.
Unfortunately that doesn't appear to be the case for the Audigy SE card.
I'll have to look into that and see what the problem is.

If you are simply streaming a large audio file for your background music
(rather than creating an interactive music system) then it might be worth
doubling the size of each buffer to 2048 samples as the only downside is
the extra memory overhead (and possibly decode time if your music is
compressed - although that could be done in two steps to spread the load ).

Dan
Creative Labs (UK) Ltd.

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             Thilo Schulz                                                  
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                                       Re: [Openal] Sound stuttering for  
                                       small buffer sizes in hardware      
             05/25/2009 03:24          OpenAL      implementation for      
             PM                        Audigy SE                          
                                                                           
                                                                           
                                                                           
                                                                           
                                                                           
                                                                           




On Monday 25 May 2009, Tom Keresztes wrote:
>    Generally this is a result of the cpu not updating the buffers in
> time, probably the cpu load is too high and the sound update does not
> run often enough (i have a sound updates in a secondary thread which
> updates at 25 per sec / iPhone, and while cpu is capable of doing the
> mixing the flash is not fast enough to read enough data on time - while
> streaming vorbis audio). Running the sound thread as realtime was
> unnecessary.

His framerate was at 125, so there were 125 updates per second.

>    Also, please note that Audigy SE is not a true Audigy, as it lacks
> hardware mixing (though not sure it is the lack of hardware accelerated
> 3d audio or hw acceleration in general) which might make the issue more
> audible. You can verify this when you query the the number of processed
> buffers, if it is larger than one, you definitely need to increase the
> frequency of updates (and guarantee that they happen).

The number of processed buffers was never larger than 1, and there are four

filled audio buffers. This also doesn't explain why it would work on
Generic
Software, but not the hardware device.

--
Thilo Schulz
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